Moderator
M
Moderator
Selection Hero System (v1.3) | Reviewed by Maker | 15th Mar 2013 | ||||
| APPROVED | ||||
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Setup

Events


Map initialization

Conditions

Actions


-------- Base Configurations --------


Set SHS_Conf_Region_Start = Inicio <gen>


Set SHS_Sys_Point_Interface = ((Center of Showcase <gen>) offset by 90.00 towards 180.00 degrees)


Set SHS_Conf_Total_Heroes = 3


Set SHS_Conf_Angle_Init = 270.00


Set SHS_Conf_SpecialEffect = Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl


-------- Color Configurations --------


Set SHS_Sys_IndexValue = 1


Set SHS_Sys_PlayerColor[SHS_Sys_IndexValue] = |cffff0000


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)


Set SHS_Sys_PlayerColor[SHS_Sys_IndexValue] = |cff0000ff


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)


Set SHS_Sys_PlayerColor[SHS_Sys_IndexValue] = |cff01c59d


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)


Set SHS_Sys_PlayerColor[SHS_Sys_IndexValue] = |cff370037


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)


Set SHS_Sys_PlayerColor[SHS_Sys_IndexValue] = |cffffff00


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)


Set SHS_Sys_PlayerColor[SHS_Sys_IndexValue] = |cffff8000


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)


Set SHS_Sys_PlayerColor[SHS_Sys_IndexValue] = |cff00ff00


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)


Set SHS_Sys_PlayerColor[SHS_Sys_IndexValue] = |cffff80ff


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)


Set SHS_Sys_PlayerColor[SHS_Sys_IndexValue] = |cff808080


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)


Set SHS_Sys_PlayerColor[SHS_Sys_IndexValue] = |cff66a3d5


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)


Set SHS_Sys_PlayerColor[SHS_Sys_IndexValue] = |cff004020


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)


Set SHS_Sys_PlayerColor[SHS_Sys_IndexValue] = |cff492121


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)


Set SHS_Sys_IndexValue = 1


-------- Hero Configurations --------


-------- Paladin --------


Set SHS_Hero[SHS_Sys_IndexValue] = Paladin


Set SHS_Description_Name[SHS_Sys_IndexValue] = Paladin


Set SHS_Description_Type[SHS_Sys_IndexValue] = Tank,Support


Set SHS_Description_STR[SHS_Sys_IndexValue] = 22 + 2.7 Per Level.


Set SHS_Description_AGI[SHS_Sys_IndexValue] = 13 + 1.5 Per Level.


Set SHS_Description_INT[SHS_Sys_IndexValue] = 17 + 1.8 Per Level.


Set SHS_Description_AttributePrima[SHS_Sys_IndexValue] = Strength.


Set SHS_Description_Abilities[SHS_Sys_IndexValue] = Holy Light, Divine Shield, Devotion Aura.


Set SHS_Description_Ultimate[SHS_Sys_IndexValue] = Ressurection.


Set SHS_Description_Damage[SHS_Sys_IndexValue] = 24 - 34


Set SHS_Description_Defense[SHS_Sys_IndexValue] = 2


Set SHS_Description_AttackRange[SHS_Sys_IndexValue] = 100


Set SHS_Description_AttackType[SHS_Sys_IndexValue] = Melee


Set SHS_Description_MovementSpeed[SHS_Sys_IndexValue] = 270


Set SHS_Description_Description[SHS_Sys_IndexValue] = A powerful warrior with powers based on light element.


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)


-------- Warden --------


Set SHS_Hero[SHS_Sys_IndexValue] = Warden


Set SHS_Description_Name[SHS_Sys_IndexValue] = Warden


Set SHS_Description_Type[SHS_Sys_IndexValue] = DPS


Set SHS_Description_STR[SHS_Sys_IndexValue] = 18 + 2.4 Per Level.


Set SHS_Description_AGI[SHS_Sys_IndexValue] = 20 + 1.6 Per Level.


Set SHS_Description_INT[SHS_Sys_IndexValue] = 15 + 2 Per Level.


Set SHS_Description_AttributePrima[SHS_Sys_IndexValue] = Agility.


Set SHS_Description_Abilities[SHS_Sys_IndexValue] = Blink, Fan of Knives, Shadow Strike.


Set SHS_Description_Ultimate[SHS_Sys_IndexValue] = Vegeance.


Set SHS_Description_Damage[SHS_Sys_IndexValue] = 22 - 42


Set SHS_Description_Defense[SHS_Sys_IndexValue] = 0


Set SHS_Description_AttackRange[SHS_Sys_IndexValue] = 100


Set SHS_Description_AttackType[SHS_Sys_IndexValue] = Melee


Set SHS_Description_MovementSpeed[SHS_Sys_IndexValue] = 320


Set SHS_Description_Description[SHS_Sys_IndexValue] = An elven assassin, high dexterity and agility.


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)


-------- Blood Mage --------


Set SHS_Hero[SHS_Sys_IndexValue] = Blood Mage


Set SHS_Description_Name[SHS_Sys_IndexValue] = Blood Mage


Set SHS_Description_Type[SHS_Sys_IndexValue] = DPS,Support


Set SHS_Description_STR[SHS_Sys_IndexValue] = 18 + 2 Per Level.


Set SHS_Description_AGI[SHS_Sys_IndexValue] = 14 + 1 Per Level.


Set SHS_Description_INT[SHS_Sys_IndexValue] = 19 + 3 Per Level.


Set SHS_Description_AttributePrima[SHS_Sys_IndexValue] = Intelligence.


Set SHS_Description_Abilities[SHS_Sys_IndexValue] = Flame Strike, Banish, Siphon Mana.


Set SHS_Description_Ultimate[SHS_Sys_IndexValue] = Phoenix.


Set SHS_Description_Damage[SHS_Sys_IndexValue] = 21 - 27


Set SHS_Description_Defense[SHS_Sys_IndexValue] = 0


Set SHS_Description_AttackRange[SHS_Sys_IndexValue] = 600


Set SHS_Description_AttackType[SHS_Sys_IndexValue] = Distance


Set SHS_Description_MovementSpeed[SHS_Sys_IndexValue] = 300


Set SHS_Description_Description[SHS_Sys_IndexValue] = a mage elf with incredible powers of destruction.


Set SHS_Sys_IndexValue = (SHS_Sys_IndexValue + 1)
Startup

Events


Time - Elapsed game time is 0.10 seconds

Conditions

Actions


For each (Integer A) from 1 to 12, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






((Player((Integer A))) slot status) Equal to Is playing






((Player((Integer A))) controller) Equal to User





Then - Actions






Set SHS_Sys_PlayerIntegerA = (Player((Integer A)))






Set SHS_Sys_NumberPlayerIntegerA = (Player number of SHS_Sys_PlayerIntegerA)






Set SHS_Sys_Angle_Rotate[SHS_Sys_NumberPlayerIntegerA] = SHS_Conf_Angle_Init






Set SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA] = 1






Unit - Create 1 |cff000000.|r [Dummy] for SHS_Sys_PlayerIntegerA at SHS_Sys_Point_Interface facing Default building facing degrees






Set SHS_Sys_SelectDummy[SHS_Sys_NumberPlayerIntegerA] = (Last created unit)






Unit - Create 1 SHS_Hero[1] for Neutral Passive at SHS_Sys_Point_Interface facing SHS_Sys_Angle_Rotate[SHS_Sys_NumberPlayerIntegerA] degrees






Set SHS_HeroActualGraphics[SHS_Sys_NumberPlayerIntegerA] = (Last created unit)






Custom script: call UnitAddAbility(udg_SHS_HeroActualGraphics[udg_SHS_Sys_NumberPlayerIntegerA], 'Aloc')






Animation - Change SHS_HeroActualGraphics[SHS_Sys_NumberPlayerIntegerA]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency






Custom script: if GetLocalPlayer() == udg_SHS_Sys_PlayerIntegerA then






Animation - Change SHS_HeroActualGraphics[SHS_Sys_NumberPlayerIntegerA]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency






Custom script: endif






Multiboard - Create a multiboard with 2 columns and 22 rows, titled Informations






Set SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] = (Last created multiboard)






For each (Integer B) from 1 to 22, do (Actions)







Loop - Actions








Multiboard - Set the display style for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row (Integer B) to Show text and Hide icons








Multiboard - Set the display style for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 2, row (Integer B) to Show text and Hide icons








Multiboard - Set the width for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row (Integer B) to 30.00% of the total screen width








Multiboard - Set the width for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 2, row (Integer B) to 0.00% of the total screen width






Multiboard - Set the display style for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 5 to Show text and Show icons






Multiboard - Set the display style for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 6 to Show text and Show icons






Multiboard - Set the display style for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 7 to Show text and Show icons






Multiboard - Set the icon for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 5 to UI\Widgets\Console\Human\infocard-heroattributes-str.blp






Multiboard - Set the icon for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 6 to UI\Widgets\Console\Human\infocard-heroattributes-agi.blp






Multiboard - Set the icon for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 7 to UI\Widgets\Console\Human\infocard-heroattributes-int.blp






Set SHS_Sys_SelectTime[SHS_Sys_NumberPlayerIntegerA] = True






Set SHS_Sys_TotalPlayerUse = (SHS_Sys_TotalPlayerUse + 1)






Trigger - Run Multiboard Update <gen> (checking conditions)





Else - Actions


Trigger - Turn on Camera Fix <gen>
Camera Fix

Events


Time - Every 0.01 seconds of game time

Conditions

Actions


For each (Integer A) from 1 to 12, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






SHS_Sys_SelectTime[(Integer A)] Equal to True





Then - Actions






Set SHS_Sys_PlayerIntegerA = (Player((Integer A)))






Set SHS_Sys_NumberPlayerIntegerA = (Player number of SHS_Sys_PlayerIntegerA)






Camera - Apply Selection Hero Cam <gen> for SHS_Sys_PlayerIntegerA over 0.00 seconds






Camera - Lock camera target for SHS_Sys_PlayerIntegerA to SHS_HeroActualGraphics[SHS_Sys_NumberPlayerIntegerA], offset by (0.00, 0.00) using Default rotation






Selection - Select SHS_Sys_SelectDummy[SHS_Sys_NumberPlayerIntegerA] for SHS_Sys_PlayerIntegerA





Else - Actions
Multiboard Update

Events

Conditions

Actions


For each (Integer A) from 1 to 12, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






SHS_Sys_SelectTime[(Integer A)] Equal to True





Then - Actions






Set SHS_Sys_PlayerIntegerA = (Player((Integer A)))






Set SHS_Sys_NumberPlayerIntegerA = (Player number of SHS_Sys_PlayerIntegerA)






Multiboard - Show SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA]






Multiboard - Maximize SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA]






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 1 to (|cff80ff00Name:|r + SHS_Description_Name[SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA]])






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 3 to (|cff80ff00Type:|r + SHS_Description_Type[SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA]])






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 5 to (|cffff2f2fStrengtht:|r + SHS_Description_STR[SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA]])






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 6 to (|cff00ff00Agility:|r + SHS_Description_AGI[SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA]])






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 7 to (|cff1a1affIntelligence:|r + SHS_Description_INT[SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA]])






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 8 to (|cffffff04Primary Attribute:|r + SHS_Description_AttributePrima[SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA]])






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 10 to (|cff80ff00Abilities:|r + SHS_Description_Abilities[SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA]])






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 11 to (|cff80ff00Ultimate:|r + SHS_Description_Ultimate[SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA]])






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 13 to (|cff80ff00Attack Damage:|r + SHS_Description_Damage[SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA]])






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 14 to (|cff80ff00Defense:|r + SHS_Description_Defense[SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA]])






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 16 to (|cff80ff00Attack Range:|r + SHS_Description_AttackRange[SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA]])






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 17 to (|cff80ff00Attack Type:|r + SHS_Description_AttackType[SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA]])






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 19 to (|cff80ff00Movement Speed:|r + SHS_Description_MovementSpeed[SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA]])






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 21 to |cffff0000 ...






Multiboard - Set the text for SHS_Sys_Multiboard[SHS_Sys_NumberPlayerIntegerA] item in column 1, row 22 to SHS_Description_Description[SHS_HeroActualValue[SHS_Sys_NumberPlayerIntegerA]]





Else - Actions
Next Button

Events


Unit - A unit Begins casting an ability

Conditions


(Ability being cast) Equal to Next

Actions


Set SHS_Sys_PlayerOwnerUnit = (Owner of (Triggering unit))


Set SHS_Sys_NumberTriggeringUnit = (Player number of SHS_Sys_PlayerOwnerUnit)


Set SHS_HeroActualValue[SHS_Sys_NumberTriggeringUnit] = (SHS_HeroActualValue[SHS_Sys_NumberTriggeringUnit] + 1)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




SHS_HeroActualValue[SHS_Sys_NumberTriggeringUnit] Greater than SHS_Conf_Total_Heroes



Then - Actions




Set SHS_HeroActualValue[SHS_Sys_NumberTriggeringUnit] = 1




Unit - Remove SHS_HeroActualGraphics[SHS_Sys_NumberTriggeringUnit] from the game




Unit - Create 1 SHS_Hero[SHS_HeroActualValue[SHS_Sys_NumberTriggeringUnit]] for Neutral Passive at SHS_Sys_Point_Interface facing SHS_Conf_Angle_Init degrees




Set SHS_HeroActualGraphics[SHS_Sys_NumberTriggeringUnit] = (Last created unit)




Custom script: call UnitAddAbility(udg_SHS_HeroActualGraphics[udg_SHS_Sys_NumberTriggeringUnit], 'Aloc')




Animation - Change SHS_HeroActualGraphics[SHS_Sys_NumberPlayerIntegerA]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency




Custom script: if GetLocalPlayer() == udg_SHS_Sys_PlayerOwnerUnit then




Animation - Change SHS_HeroActualGraphics[SHS_Sys_NumberPlayerIntegerA]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency




Custom script: endif




Trigger - Run Multiboard Update <gen> (checking conditions)




Set SHS_Sys_Angle_Rotate[SHS_Sys_NumberTriggeringUnit] = SHS_Conf_Angle_Init



Else - Actions




Unit - Remove SHS_HeroActualGraphics[SHS_Sys_NumberTriggeringUnit] from the game




Unit - Create 1 SHS_Hero[SHS_HeroActualValue[SHS_Sys_NumberTriggeringUnit]] for Neutral Passive at SHS_Sys_Point_Interface facing SHS_Conf_Angle_Init degrees




Set SHS_HeroActualGraphics[SHS_Sys_NumberTriggeringUnit] = (Last created unit)




Custom script: call UnitAddAbility(udg_SHS_HeroActualGraphics[udg_SHS_Sys_NumberTriggeringUnit], 'Aloc')




Animation - Change SHS_HeroActualGraphics[SHS_Sys_NumberPlayerIntegerA]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency




Custom script: if GetLocalPlayer() == udg_SHS_Sys_PlayerOwnerUnit then




Animation - Change SHS_HeroActualGraphics[SHS_Sys_NumberPlayerIntegerA]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency




Custom script: endif




Trigger - Run Multiboard Update <gen> (checking conditions)




Set SHS_Sys_Angle_Rotate[SHS_Sys_NumberTriggeringUnit] = SHS_Conf_Angle_Init
Previous Button

Events


Unit - A unit Begins casting an ability

Conditions


(Ability being cast) Equal to Previous

Actions


Set SHS_Sys_PlayerOwnerUnit = (Owner of (Triggering unit))


Set SHS_Sys_NumberTriggeringUnit = (Player number of SHS_Sys_PlayerOwnerUnit)


Set SHS_HeroActualValue[SHS_Sys_NumberTriggeringUnit] = (SHS_HeroActualValue[SHS_Sys_NumberTriggeringUnit] - 1)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




SHS_HeroActualValue[SHS_Sys_NumberTriggeringUnit] Less than 1



Then - Actions




Set SHS_HeroActualValue[SHS_Sys_NumberTriggeringUnit] = SHS_Conf_Total_Heroes




Unit - Remove SHS_HeroActualGraphics[SHS_Sys_NumberTriggeringUnit] from the game




Unit - Create 1 SHS_Hero[SHS_HeroActualValue[SHS_Sys_NumberTriggeringUnit]] for Neutral Passive at SHS_Sys_Point_Interface facing SHS_Conf_Angle_Init degrees




Set SHS_HeroActualGraphics[SHS_Sys_NumberTriggeringUnit] = (Last created unit)




Custom script: call UnitAddAbility(udg_SHS_HeroActualGraphics[udg_SHS_Sys_NumberTriggeringUnit], 'Aloc')




Animation - Change SHS_HeroActualGraphics[SHS_Sys_NumberPlayerIntegerA]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency




Custom script: if GetLocalPlayer() == udg_SHS_Sys_PlayerOwnerUnit then




Animation - Change SHS_HeroActualGraphics[SHS_Sys_NumberPlayerIntegerA]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency




Custom script: endif




Trigger - Run Multiboard Update <gen> (checking conditions)




Set SHS_Sys_Angle_Rotate[SHS_Sys_NumberTriggeringUnit] = SHS_Conf_Angle_Init



Else - Actions




Unit - Remove SHS_HeroActualGraphics[SHS_Sys_NumberTriggeringUnit] from the game




Unit - Create 1 SHS_Hero[SHS_HeroActualValue[SHS_Sys_NumberTriggeringUnit]] for Neutral Passive at SHS_Sys_Point_Interface facing SHS_Conf_Angle_Init degrees




Set SHS_HeroActualGraphics[SHS_Sys_NumberTriggeringUnit] = (Last created unit)




Custom script: call UnitAddAbility(udg_SHS_HeroActualGraphics[udg_SHS_Sys_NumberTriggeringUnit], 'Aloc')




Animation - Change SHS_HeroActualGraphics[SHS_Sys_NumberPlayerIntegerA]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency




Custom script: if GetLocalPlayer() == udg_SHS_Sys_PlayerOwnerUnit then




Animation - Change SHS_HeroActualGraphics[SHS_Sys_NumberPlayerIntegerA]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency




Custom script: endif




Trigger - Run Multiboard Update <gen> (checking conditions)




Set SHS_Sys_Angle_Rotate[SHS_Sys_NumberTriggeringUnit] = SHS_Conf_Angle_Init
Rotate Button

Events


Unit - A unit Begins casting an ability

Conditions


(Ability being cast) Equal to Rotate

Actions


Set SHS_Sys_PlayerOwnerUnit = (Owner of (Triggering unit))


Set SHS_Sys_NumberTriggeringUnit = (Player number of SHS_Sys_PlayerOwnerUnit)


Set SHS_Sys_Angle_Rotate[SHS_Sys_NumberTriggeringUnit] = (SHS_Sys_Angle_Rotate[SHS_Sys_NumberTriggeringUnit] + 20.00)


Unit - Move SHS_HeroActualGraphics[SHS_Sys_NumberTriggeringUnit] instantly to SHS_Sys_Point_Interface, facing SHS_Sys_Angle_Rotate[SHS_Sys_NumberTriggeringUnit] degrees
Select Button

Events


Unit - A unit Begins casting an ability

Conditions


(Ability being cast) Equal to Select

Actions


Set SHS_Sys_PlayerOwnerUnit = (Owner of (Triggering unit))


Set SHS_Sys_NumberTriggeringUnit = (Player number of SHS_Sys_PlayerOwnerUnit)


Set SHS_Sys_SelectTime[SHS_Sys_NumberTriggeringUnit] = False


Set SHS_Sys_TotalPlayerUse = (SHS_Sys_TotalPlayerUse - 1)


Multiboard - Destroy SHS_Sys_Multiboard[SHS_Sys_NumberTriggeringUnit]


Camera - Reset camera for SHS_Sys_PlayerOwnerUnit to standard game-view over 0.00 seconds


Unit - Remove SHS_HeroActualGraphics[SHS_Sys_NumberTriggeringUnit] from the game


Unit - Remove SHS_Sys_SelectDummy[SHS_Sys_NumberTriggeringUnit] from the game


Unit - Create 1 SHS_Hero[SHS_HeroActualValue[SHS_Sys_NumberTriggeringUnit]] for SHS_Sys_PlayerOwnerUnit at (Center of SHS_Conf_Region_Start) facing Default building facing degrees


Selection - Select (Last created unit) for SHS_Sys_PlayerOwnerUnit


Camera - Pan camera for SHS_Sys_PlayerOwnerUnit to (Center of SHS_Conf_Region_Start) over 0.00 seconds


Special Effect - Create a special effect attached to the origin of (Last created unit) using SHS_Conf_SpecialEffect


Special Effect - Destroy (Last created special effect)


Game - Display to (All players) the text: (SHS_Sys_PlayerColor[SHS_Sys_NumberTriggeringUnit] + ((Name of SHS_Sys_PlayerOwnerUnit) + (|r + (Chose + (|cff80ffff + (SHS_Description_Name[SHS_HeroActualValue[SHS_Sys_NumberTriggeringUnit]] + .|r))))))


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




SHS_Sys_TotalPlayerUse Less than or equal to 0



Then - Actions




Trigger - Turn off Camera Fix <gen>




Custom script: call RemoveLocation(udg_SHS_Sys_Point_Interface)



Else - Actions
Random Button

Events


Unit - A unit Begins casting an ability

Conditions


(Ability being cast) Equal to Random

Actions


Set SHS_Sys_PlayerOwnerUnit = (Owner of (Triggering unit))


Set SHS_Sys_NumberTriggeringUnit = (Player number of SHS_Sys_PlayerOwnerUnit)


Set SHS_Sys_SelectTime[SHS_Sys_NumberTriggeringUnit] = False


Set SHS_Sys_TotalPlayerUse = (SHS_Sys_TotalPlayerUse - 1)


Set SHS_Sys_RandomNumber = (Random integer number between 1 and SHS_Conf_Total_Heroes)


Multiboard - Destroy SHS_Sys_Multiboard[SHS_Sys_NumberTriggeringUnit]


Camera - Reset camera for SHS_Sys_PlayerOwnerUnit to standard game-view over 0.00 seconds


Unit - Remove SHS_HeroActualGraphics[SHS_Sys_NumberTriggeringUnit] from the game


Unit - Remove SHS_Sys_SelectDummy[SHS_Sys_NumberTriggeringUnit] from the game


Unit - Create 1 SHS_Hero[SHS_Sys_RandomNumber] for SHS_Sys_PlayerOwnerUnit at (Center of SHS_Conf_Region_Start) facing Default building facing degrees


Selection - Select (Last created unit) for SHS_Sys_PlayerOwnerUnit


Camera - Pan camera for SHS_Sys_PlayerOwnerUnit to (Center of SHS_Conf_Region_Start) over 0.00 seconds


Special Effect - Create a special effect attached to the origin of (Last created unit) using SHS_Conf_SpecialEffect


Special Effect - Destroy (Last created special effect)


Game - Display to (All players) the text: (SHS_Sys_PlayerColor[SHS_Sys_NumberTriggeringUnit] + ((Name of SHS_Sys_PlayerOwnerUnit) + (|r + (Randomed + (|cff80ffff + (SHS_Description_Name[SHS_Sys_RandomNumber] + .|r))))))


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




SHS_Sys_TotalPlayerUse Less than or equal to 0



Then - Actions




Trigger - Turn off Camera Fix <gen>




Custom script: call RemoveLocation(udg_SHS_Sys_Point_Interface)



Else - Actions